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Chimera Shot - Discussion
I've been doing playing around with Chimera Shot and it seems a bit underpowered.

At least, the Serpent Sting portion seems very underpowered, with Chimera Shot hitting for maybe 150 damage. =/

I have yet to test out the other shots, however. What do you guys think?
Avatar of Melkhunter
Melkhunter
Re: Chimera Shot - Discussion
We'll be doing some improvements to Chimera Shot. We'll experiement with it refreshing the duration of the sting instead of consuming, and adding some base damage to the shot as well. It should act as an Arcane Shot replacement, doing significantly more damage (especially if serpent sting is on the target).

Regarding Serpent Sting, we'll bump the damage bonus you get from this effect up. We also want to make Serpent Sting more usable for Hunters.
Class Designer
Avatar of Koraa
Koraa
Re: Chimera Shot - Discussion

Q u o t e:
First of all, refreshing the duration is worse than what it is now. With 3 out of the 4 healing classes able to dispel if we go this spec we will still be pigeonholed into using a Scorpid pet in 2v2, 3v3, and 5v5 arena STILL and it will not be great, GG think about it, you just wasted how much developer time giving us all these new pets with great abilities... and if anyone even thinks about getting Chimera shot we're right back at ground zero.

How is refreshing making it worse? (Unless you thought I meant instead of the on-attack effect, which would still occur. The only difference is it wouldn't consume the sting on the target, but instead refresh it.)

Making your abilities harder to dispel does not improve the class. The Hunter class should be a strong class similar to how other classes are strong, because of damage combos, CC, etc. Not because you stayed alive longer because of Viper String. Besides, you already have a talent that reduces the chance the target can dispel your stings.

The issues I feel the Hunters have (in PvP, which I assume is what you're at issue with) are the following:

- Mobility: Master's Call is a stun/snare break. Instead of having the ability just work on you, we've allowed you to also cast it on other players, making it more interesting and adding group utility. Changed Surefooted to %duration instead of %resist, making it more consistent. If the numbers don't pan out right (as in it should match Fleet footed), then we'll make that change.

- Survivability: We've significantly improved Deterrence, it now works on spells and has a lower cooldown.

- Line of Sight: We do plan to introduce two new Hunter abilities that will help combat LoS issues (those we'll announce soon), which we believe plagues Hunters the most out of other classes. We understand this has been an issue throughout Burning Crusade, but we couldn't really address it correctly without introducing new abilities, talents, etc. (which we can do in the expansion) We're also (as funny as it sounds) improving Hunter melee DPS through an improvement to Aspect of the Beast (10% Melee AP buff while this aspect is active), and removed the conditional from Mongoose Bite (so you can use it even if you haven't dodged the opponent). Though you won't be doing as much damage if you were at range, you'll find a pretty significant damage potential while in melee range with these changes.

- "Finishing" move: Hunter's do have a powerful front-load combo (Aimed -> Multi -> Arcane etc.) , but the problem they have is finishing the player off. If the player is still alive after your front load damage, you're left standing there praying for autoshot crits. This should be addressed with the introduction of "Kill Shot." Also with the revamped "Kill Command" coming in a future patch.

- Pets: We always believed that the Pet should be more of a focus for the Hunter in PvP (and PvE). We've revamped Pets in this expansion, giving them all unique abilities, a lot of which will help Hunters in the various arena brackets, battlegrounds, world PvP etc.
Class Designer
Avatar of Koraa
Koraa
Re: Chimera Shot - Discussion
The disarm will work on bosses. Well, bosses/NPC's that can be disarmed, anyways.

Every spec should be using a sting and a shot in their rotations (along with Steady). Beast - Arcane, Marks - Chimera, Survival - Explosive. None of those shots should reset your swing/shot timer (aka clip). There may be some issues with the mana cost of the shot and if it's worth using, that's what we're working on now.
Class Designer
Avatar of Koraa
Koraa